﻿using System.Collections;
using System.Collections.Generic;
using UnityEngine;

namespace Memo.Electricity.Setting
{
    [CreateAssetMenu(fileName = "PlayerSetting", menuName = "配置文件/PlayerSetting")]
    public class PlayerSetting : ScriptableObject
    {
        public GameObject Player1 { get => player1; }
        public GameObject Player2 { get => player2; }
        public Vector3 OffSet { get => offSet; }
        public Vector3 RelayLocalPos { get => relayLocalPos; }
        public float ElectricityLength { get => electricityLength; }
        public float TotalPower { get => totalPower; }
        public float Gravity { get => gravity; }
        public float RunSpeed { get => runSpeed; }
        public float GroundDamping { get => groundDamping; }
        public float InAirDamping { get => inAirDamping; }
        public float JumpHeight { get => jumpHeight; }
        public float PickDistance { get => pickDistance; }
        public double PickLambda { get => pickLambda; }
        public double PickMiu { get => pickMiu; }
        [SerializeField]
        private Vector3 offSet = new Vector3(0, 0, 0);
        [SerializeField]
        private Vector3 relayLocalPos = new Vector3(1, 1, 0);
        [SerializeField]
        private GameObject player1;
        [SerializeField]
        private GameObject player2;
        [SerializeField]
        private float electricityLength;
        [SerializeField]
        private float totalPower;
        [SerializeField]
        private float gravity = -25f;
        [SerializeField]
        private float runSpeed = 8f;
        [SerializeField]
        private float groundDamping = 20f;
        [SerializeField]
        private float inAirDamping = 5f;
        [SerializeField]
        private float jumpHeight = 3f;
        [SerializeField]
        private float pickDistance = 1f;
        [SerializeField]
        private double pickLambda = 0.5f;
        [SerializeField]
        private double pickMiu = 0.5f;
    }
}
